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Drachasor
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Multiple queues can help in some instances. Let's say you need to defend a city that has no walls. If you can queue walls and units, and later rush both, it is a big help. Same with just unit defenders.
Generally it greatly aids rush buiding, and it is useful in areas where you need to devote some work to two or more critical things. If what happens to the city in the next 5-10 turns doesn't matter, then mutliple queues don't matter much.
Generally though, multiple queues are a bit messy to manage, I imagine. Rather like multiplying the number of cities you need to micromanage. Ugh!
Best to make general production and other bonuses for cities as they grow, perhaps even make bonuses to cities that aren't crowded in by other cities (this makes early game city crunching less tempting).
-Drachasor
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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I like the idea of multiple city queues, but I have a deathly fear that it would just turn into another MoO3 debacle...
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TimeTraveler
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One thing I always wondered about in Civ games is why the city square gives its resources without any of the population heads working on it. With that thought I think ICS could be stopped (or nearly stopped) dead in its tracks if
1. The city square doesn't give its common resources unless a laborer works on the square.
2. The first city of a civilization gets a 3-nutrient square adjacent to it, so that the city is able to produce workers and settlers and expand into an empire.
3. Non-city squares are generally worth a tiny bit more than city squares.
Since city squares can't easily be mined, irrigated, etc, this would mean that four cities each working on four tiles usually could not produce as much as one larger city working on those 16 tiles.
Do note that this is merely an idea I have, and I would like to know if it's a good one.
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pg
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quote: Originally posted by Mars
(afterall nobody likes their play style being penalized). |
this strikes me as something weird to say. ics is really the only style of play that's very powerful. so if you don't penalize ics in comparsion to other play styles you are just going to make ics that much worse.
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Max Sinister
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Theoretically, it would be a good idea to be able to build several improvements at the same time in a city. But then, we'd also have to talk about that if Civ had realistic times for building, you should be able to build an improvement (except wonders, maybe) in one turn. Or maybe even several improvements.
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